#version 410


#pragma include "vertex.glsl"
#pragma include "spect.glsl"
#pragma include "effects.glsl"
#pragma include "colors.glsl"


#define Q0 0.0
#define Q1 HALF_PI
#define Q2 PI
#define Q3 3.0 * HALF_PI

//uniform float u_Alpha;  // Alpha effect

uniform float u_Accommodation;  // Accommodation effect
uniform float u_Blue;  // Blue effect

void main() {
    BEGIN;

//    vertPosition = p3d_Vertex;

//    vertColor = p3d_Color;
//    vertColor = vec4(vec3(brightness(vertColor.rgb)), 1.0);
//    vertColor = vec4(0.4, 0.0, 0.0, 1.0);
//    vertColor = vec4(1.0);
//    vertColor = vec4(vec3(length(vertMultiTexCoord0) * 10.), 1.0); // Default color

//    vertColor.a = u_Alpha;


    END_TRIANGLE;

//    vertColor = vec4(1.0); // Default color

    // Transform the vertex position by the Model-View matrix
    vertNormal = normalize(p3d_NormalMatrix * p3d_Normal);
    tangent = normalize(p3d_NormalMatrix * p3d_Tangent);
//    binormal = normalize(p3d_NormalMatrix * p3d_Binormal);
    binormal = cross(vertNormal, tangent);
}
